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Comparing deliantra/server/common/los.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.23 by root, Fri Feb 16 22:21:45 2007 UTC

1/* 1/*
2 * static char *rcsid_los_c =
3 * "$Id: los.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
30 26
31#include <global.h> 27#include <global.h>
32#include <funcpoint.h> 28#include <funcpoint.h>
33#include <math.h> 29#include <math.h>
34
35 30
36/* Distance must be less than this for the object to be blocked. 31/* Distance must be less than this for the object to be blocked.
37 * An object is 1.0 wide, so if set to 0.5, it means the object 32 * An object is 1.0 wide, so if set to 0.5, it means the object
38 * that blocks half the view (0.0 is complete block) will 33 * that blocks half the view (0.0 is complete block) will
39 * block view in our tables. 34 * block view in our tables.
40 * .4 or less lets you see through walls. .5 is about right. 35 * .4 or less lets you see through walls. .5 is about right.
41 */ 36 */
42 37
43#define SPACE_BLOCK 0.5 38#define SPACE_BLOCK 0.5
44 39
45typedef struct blstr { 40typedef struct blstr
41{
46 int x[4],y[4]; 42 int x[4], y[4];
47 int index; 43 int index;
48} blocks; 44} blocks;
49 45
46// 31/32 == a speed hack
47// we would like to use 32 for speed, but the code loops endlessly
48// then, reason not yet identified, so only make the array use 32,
49// not the define's.
50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
51 51
52static void expand_lighted_sight(object *op); 52static void expand_lighted_sight (object *op);
53 53
54/* 54/*
55 * Used to initialise the array used by the LOS routines. 55 * Used to initialise the array used by the LOS routines.
56 * What this sets if that x,y blocks the view of bx,by 56 * What this sets if that x,y blocks the view of bx,by
57 * This then sets up a relation - for example, something 57 * This then sets up a relation - for example, something
59 * etc. So when we check 5,4 and find it block, we have 59 * etc. So when we check 5,4 and find it block, we have
60 * the data to know that 5,3 and 5,2 and 5,1 should also 60 * the data to know that 5,3 and 5,2 and 5,1 should also
61 * be blocked. 61 * be blocked.
62 */ 62 */
63 63
64static void
64static void set_block(int x, int y, int bx, int by) { 65set_block (int x, int y, int bx, int by)
66{
65 int index=block[x][y].index,i; 67 int index = block[x][y].index, i;
66 68
67 /* Due to flipping, we may get duplicates - better safe than sorry. 69 /* Due to flipping, we may get duplicates - better safe than sorry.
68 */ 70 */
69 for (i=0; i<index; i++) { 71 for (i = 0; i < index; i++)
72 {
70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; 73 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
74 return;
71 } 75 }
72 76
73 block[x][y].x[index]=bx; 77 block[x][y].x[index] = bx;
74 block[x][y].y[index]=by; 78 block[x][y].y[index] = by;
75 block[x][y].index++; 79 block[x][y].index++;
76#ifdef LOS_DEBUG 80#ifdef LOS_DEBUG
77 LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, 81 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
78 block[x][y].index);
79#endif 82#endif
80} 83}
81 84
82/* 85/*
83 * initialises the array used by the LOS routines. 86 * initialises the array used by the LOS routines.
87 * these spaces could possibly get blocked, since these 90 * these spaces could possibly get blocked, since these
88 * are the only ones further out that are still possibly in the 91 * are the only ones further out that are still possibly in the
89 * sightline. 92 * sightline.
90 */ 93 */
91 94
95void
92void init_block(void) { 96init_block (void)
97{
93 int x,y, dx, dy, i; 98 int x, y, dx, dy, i;
94 static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; 99 static int block_x[3] = { -1, -1, 0 }, block_y[3] =
100 {
101 -1, 0, -1};
95 102
96 for(x=0;x<MAP_CLIENT_X;x++) 103 for (x = 0; x < MAP_CLIENT_X; x++)
97 for(y=0;y<MAP_CLIENT_Y;y++) { 104 for (y = 0; y < MAP_CLIENT_Y; y++)
105 {
98 block[x][y].index=0; 106 block[x][y].index = 0;
99 } 107 }
100 108
101 109
102 /* The table should be symmetric, so only do the upper left 110 /* The table should be symmetric, so only do the upper left
103 * quadrant - makes the processing easier. 111 * quadrant - makes the processing easier.
104 */ 112 */
105 for (x=1; x<=MAP_CLIENT_X/2; x++) { 113 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
114 {
106 for (y=1; y<=MAP_CLIENT_Y/2; y++) { 115 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
116 {
107 for (i=0; i< 3; i++) { 117 for (i = 0; i < 3; i++)
108 dx = x + block_x[i]; 118 {
109 dy = y + block_y[i]; 119 dx = x + block_x[i];
120 dy = y + block_y[i];
110 121
111 /* center space never blocks */ 122 /* center space never blocks */
112 if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; 123 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
124 continue;
113 125
114 /* If its a straight line, its blocked */ 126 /* If its a straight line, its blocked */
115 if ((dx == x && x == MAP_CLIENT_X/2) || 127 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
116 (dy==y && y == MAP_CLIENT_Y/2)) { 128 {
117 /* For simplicity, we mirror the coordinates to block the other 129 /* For simplicity, we mirror the coordinates to block the other
118 * quadrants. 130 * quadrants.
119 */ 131 */
120 set_block(x, y, dx, dy); 132 set_block (x, y, dx, dy);
121 if (x == MAP_CLIENT_X/2) { 133 if (x == MAP_CLIENT_X / 2)
134 {
122 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); 135 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
123 } else if (y == MAP_CLIENT_Y/2) { 136 }
137 else if (y == MAP_CLIENT_Y / 2)
138 {
124 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 139 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
125 } 140 }
126 } else { 141 }
127 float d1, r, s,l; 142 else
143 {
144 float d1, r, s, l;
128 145
129 /* We use the algorihm that found out how close the point 146 /* We use the algorihm that found out how close the point
130 * (x,y) is to the line from dx,dy to the center of the viewable 147 * (x,y) is to the line from dx,dy to the center of the viewable
131 * area. l is the distance from x,y to the line. 148 * area. l is the distance from x,y to the line.
132 * r is more a curiosity - it lets us know what direction (left/right) 149 * r is more a curiosity - it lets us know what direction (left/right)
133 * the line is off 150 * the line is off
134 */ 151 */
135 152
136 d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); 153 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
137 r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; 154 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
138 s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; 155 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
139 l = FABS(sqrt(d1) * s); 156 l = FABS (sqrt (d1) * s);
140 157
141 if (l <= SPACE_BLOCK) { 158 if (l <= SPACE_BLOCK)
159 {
142 /* For simplicity, we mirror the coordinates to block the other 160 /* For simplicity, we mirror the coordinates to block the other
143 * quadrants. 161 * quadrants.
144 */ 162 */
145 set_block(x,y,dx,dy); 163 set_block (x, y, dx, dy);
146 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 164 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
147 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); 165 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
148 set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); 166 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
149 } 167 }
150 } 168 }
151 } 169 }
152 } 170 }
153 } 171 }
154} 172}
155 173
156/* 174/*
157 * Used to initialise the array used by the LOS routines. 175 * Used to initialise the array used by the LOS routines.
162 * the view of the spaces 'behind' it, and those blocked 180 * the view of the spaces 'behind' it, and those blocked
163 * spaces behind it may block other spaces, etc. 181 * spaces behind it may block other spaces, etc.
164 * In this way, the chain of visibility is set. 182 * In this way, the chain of visibility is set.
165 */ 183 */
166 184
185static void
167static void set_wall(object *op,int x,int y) { 186set_wall (object *op, int x, int y)
187{
168 int i; 188 int i;
169 189
170 for(i=0;i<block[x][y].index;i++) { 190 for (i = 0; i < block[x][y].index; i++)
191 {
171 int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; 192 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
172 193
173 /* ax, ay are the values as adjusted to be in the 194 /* ax, ay are the values as adjusted to be in the
174 * socket look structure. 195 * socket look structure.
175 */ 196 */
176 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 197 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
177 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 198 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
178 199
179 if (ax < 0 || ax>=op->contr->socket.mapx || 200 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
180 ay < 0 || ay>=op->contr->socket.mapy) continue; 201 continue;
181#if 0 202#if 0
182 LOG(llevDebug, "blocked %d %d -> %d %d\n", 203 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
183 dx, dy, ax, ay);
184#endif 204#endif
185 /* we need to adjust to the fact that the socket 205 /* we need to adjust to the fact that the socket
186 * code wants the los to start from the 0,0 206 * code wants the los to start from the 0,0
187 * and not be relative to middle of los array. 207 * and not be relative to middle of los array.
188 */ 208 */
189 op->contr->blocked_los[ax][ay]=100; 209 op->contr->blocked_los[ax][ay] = 100;
190 set_wall(op,dx,dy); 210 set_wall (op, dx, dy);
191 } 211 }
192} 212}
193 213
194/* 214/*
195 * Used to initialise the array used by the LOS routines. 215 * Used to initialise the array used by the LOS routines.
196 * op is the object, x and y values based on MAP_CLIENT_X and Y. 216 * op is the object, x and y values based on MAP_CLIENT_X and Y.
197 * this is because they index the blocked[][] arrays. 217 * this is because they index the blocked[][] arrays.
198 */ 218 */
199 219
220static void
200static void check_wall(object *op,int x,int y) { 221check_wall (object *op, int x, int y)
222{
201 int ax, ay; 223 int ax, ay;
202 224
203 if(!block[x][y].index) 225 if (!block[x][y].index)
204 return; 226 return;
205 227
206 /* ax, ay are coordinates as indexed into the look window */ 228 /* ax, ay are coordinates as indexed into the look window */
207 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 229 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
208 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 230 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
209 231
210 /* If the converted coordinates are outside the viewable 232 /* If the converted coordinates are outside the viewable
211 * area for the client, return now. 233 * area for the client, return now.
212 */ 234 */
213 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 235 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
214 return; 236 return;
215 237
216#if 0 238#if 0
217 LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 239 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
218 ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); 240 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
219#endif 241#endif
220 242
221 /* If this space is already blocked, prune the processing - presumably 243 /* If this space is already blocked, prune the processing - presumably
222 * whatever has set this space to be blocked has done the work and already 244 * whatever has set this space to be blocked has done the work and already
223 * done the dependency chain. 245 * done the dependency chain.
224 */ 246 */
225 if (op->contr->blocked_los[ax][ay] == 100) return; 247 if (op->contr->blocked_los[ax][ay] == 100)
248 return;
226 249
227 250
228 if(get_map_flags(op->map, NULL, 251 if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
229 op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2,
230 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
231 set_wall(op,x,y); 252 set_wall (op, x, y);
232} 253}
233 254
234/* 255/*
235 * Clears/initialises the los-array associated to the player 256 * Clears/initialises the los-array associated to the player
236 * controlling the object. 257 * controlling the object.
237 */ 258 */
238 259
260void
239void clear_los(object *op) { 261clear_los (object *op)
262{
240 /* This is safer than using the socket->mapx, mapy because 263 /* This is safer than using the ns->mapx, mapy because
241 * we index the blocked_los as a 2 way array, so clearing 264 * we index the blocked_los as a 2 way array, so clearing
242 * the first z spaces may not not cover the spaces we are 265 * the first z spaces may not not cover the spaces we are
243 * actually going to use 266 * actually going to use
244 */ 267 */
245 (void)memset((void *) op->contr->blocked_los,0, 268 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
246 MAP_CLIENT_X * MAP_CLIENT_Y);
247} 269}
248 270
249/* 271/*
250 * expand_sight goes through the array of what the given player is 272 * expand_sight goes through the array of what the given player is
251 * able to see, and expands the visible area a bit, so the player will, 273 * able to see, and expands the visible area a bit, so the player will,
252 * to a certain degree, be able to see into corners. 274 * to a certain degree, be able to see into corners.
253 * This is somewhat suboptimal, would be better to improve the formula. 275 * This is somewhat suboptimal, would be better to improve the formula.
254 */ 276 */
255 277
278static void
256static void expand_sight(object *op) 279expand_sight (object *op)
257{ 280{
258 int i,x,y, dx, dy; 281 int i, x, y, dx, dy;
259 282
260 for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ 283 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
261 for(y=1;y<op->contr->socket.mapy-1;y++) { 284 for (y = 1; y < op->contr->ns->mapy - 1; y++)
285 {
262 if (!op->contr->blocked_los[x][y] && 286 if (!op->contr->blocked_los[x][y] &&
263 !(get_map_flags(op->map,NULL, 287 !(get_map_flags (op->map, NULL,
264 op->x-op->contr->socket.mapx/2+x, 288 op->x - op->contr->ns->mapx / 2 + x,
265 op->y-op->contr->socket.mapy/2+y, 289 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
266 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { 290 {
267 291
268 for(i=1;i<=8;i+=1) { /* mark all directions */ 292 for (i = 1; i <= 8; i += 1)
293 { /* mark all directions */
269 dx = x + freearr_x[i]; 294 dx = x + freearr_x[i];
270 dy = y + freearr_y[i]; 295 dy = y + freearr_y[i];
271 if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 296 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
272 op->contr->blocked_los[dx][dy]= -1; 297 op->contr->blocked_los[dx][dy] = -1;
273 } 298 }
299 }
274 } 300 }
275 }
276 301
277 if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ 302 if (op->map->darkness > 0) /* player is on a dark map */
278 expand_lighted_sight(op); 303 expand_lighted_sight (op);
279 304
280
281 /* clear mark squares */ 305 /* clear mark squares */
282 for (x = 0; x < op->contr->socket.mapx; x++) 306 for (x = 0; x < op->contr->ns->mapx; x++)
283 for (y = 0; y < op->contr->socket.mapy; y++) 307 for (y = 0; y < op->contr->ns->mapy; y++)
284 if (op->contr->blocked_los[x][y] < 0) 308 if (op->contr->blocked_los[x][y] < 0)
285 op->contr->blocked_los[x][y] = 0; 309 op->contr->blocked_los[x][y] = 0;
286} 310}
287
288
289
290 311
291/* returns true if op carries one or more lights 312/* returns true if op carries one or more lights
292 * This is a trivial function now days, but it used to 313 * This is a trivial function now days, but it used to
293 * be a bit longer. Probably better for callers to just 314 * be a bit longer. Probably better for callers to just
294 * check the op->glow_radius instead of calling this. 315 * check the op->glow_radius instead of calling this.
295 */ 316 */
296 317
318int
297int has_carried_lights(const object *op) { 319has_carried_lights (const object *op)
320{
298 /* op may glow! */ 321 /* op may glow! */
299 if(op->glow_radius>0) return 1; 322 if (op->glow_radius > 0)
300
301 return 0; 323 return 1;
324
325 return 0;
302} 326}
303 327
328static void
304static void expand_lighted_sight(object *op) 329expand_lighted_sight (object *op)
305{ 330{
306 int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; 331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
307 mapstruct *m=op->map; 332 maptile *m = op->map;
308 sint16 nx, ny; 333 sint16 nx, ny;
309
310 darklevel = MAP_DARKNESS(m);
311 334
335 darklevel = m->darkness;
336
312 /* If the player can see in the dark, lower the darklevel for him */ 337 /* If the player can see in the dark, lower the darklevel for him */
313 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; 338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339 darklevel -= 2;
314 340
315 /* add light, by finding all (non-null) nearby light sources, then 341 /* add light, by finding all (non-null) nearby light sources, then
316 * mark those squares specially. If the darklevel<1, there is no 342 * mark those squares specially. If the darklevel<1, there is no
317 * reason to do this, so we skip this function 343 * reason to do this, so we skip this function
318 */ 344 */
319 345
320 if(darklevel<1) return; 346 if (darklevel < 1)
347 return;
321 348
322 /* Do a sanity check. If not valid, some code below may do odd 349 /* Do a sanity check. If not valid, some code below may do odd
323 * things. 350 * things.
324 */ 351 */
325 if (darklevel > MAX_DARKNESS) { 352 if (darklevel > MAX_DARKNESS)
326 LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", 353 {
327 op->name, op->map->path, darklevel); 354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
328 darklevel = MAX_DARKNESS; 355 darklevel = MAX_DARKNESS;
329 } 356 }
330 357
331 /* First, limit player furthest (unlighted) vision */ 358 /* First, limit player furthest (unlighted) vision */
332 for (x = 0; x < op->contr->socket.mapx; x++) 359 for (x = 0; x < op->contr->ns->mapx; x++)
333 for (y = 0; y < op->contr->socket.mapy; y++) 360 for (y = 0; y < op->contr->ns->mapy; y++)
334 if(op->contr->blocked_los[x][y]!=100) 361 if (op->contr->blocked_los[x][y] != 100)
335 op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; 362 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
336 363
337 /* the spaces[] darkness value contains the information we need. 364 /* the spaces[] darkness value contains the information we need.
338 * Only process the area of interest. 365 * Only process the area of interest.
339 * the basex, basey values represent the position in the op->contr->blocked_los 366 * the basex, basey values represent the position in the op->contr->blocked_los
340 * array. Its easier to just increment them here (and start with the right 367 * array. Its easier to just increment them here (and start with the right
341 * value) than to recalculate them down below. 368 * value) than to recalculate them down below.
342 */ 369 */
343 for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; 370 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
344 x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { 371 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
372 {
345 373
346 for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; 374 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
347 y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { 375 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
376 {
348 m = op->map; 377 m = op->map;
349 nx = x; 378 nx = x;
350 ny = y; 379 ny = y;
351 380
352 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 381 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
353 382
354 if (mflags & P_OUT_OF_MAP) continue; 383 if (mflags & P_OUT_OF_MAP)
384 continue;
355 385
356 /* This space is providing light, so we need to brighten up the 386 /* This space is providing light, so we need to brighten up the
357 * spaces around here. 387 * spaces around here.
358 */ 388 */
359 light = GET_MAP_LIGHT(m, nx, ny); 389 light = GET_MAP_LIGHT (m, nx, ny);
360 if (light != 0) { 390 if (light != 0)
391 {
361#if 0 392#if 0
362 LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", 393 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
363 x, y, basex, basey);
364#endif 394#endif
365 for (ax=basex - light; ax<=basex+light; ax++) { 395 for (ax = basex - light; ax <= basex + light; ax++)
366 if (ax<0 || ax>=op->contr->socket.mapx) continue; 396 {
397 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue;
399
367 for (ay=basey - light; ay<=basey+light; ay++) { 400 for (ay = basey - light; ay <= basey + light; ay++)
368 if (ay<0 || ay>=op->contr->socket.mapy) continue; 401 {
402 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue;
369 404
370 /* If the space is fully blocked, do nothing. Otherwise, we 405 /* If the space is fully blocked, do nothing. Otherwise, we
371 * brighten the space. The further the light is away from the 406 * brighten the space. The further the light is away from the
372 * source (basex-x), the less effect it has. Though light used 407 * source (basex-x), the less effect it has. Though light used
373 * to dim in a square manner, it now dims in a circular manner 408 * to dim in a square manner, it now dims in a circular manner
374 * using the the pythagorean theorem. glow_radius still 409 * using the the pythagorean theorem. glow_radius still
375 * represents the radius 410 * represents the radius
376 */ 411 */
377 if(op->contr->blocked_los[ax][ay]!=100) { 412 if (op->contr->blocked_los[ax][ay] != 100)
378 x1 = abs(basex-ax)*abs(basex-ax); 413 {
379 y1 = abs(basey-ay)*abs(basey-ay); 414 x1 = abs (basex - ax) * abs (basex - ax);
415 y1 = abs (basey - ay) * abs (basey - ay);
416
380 if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); 417 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
381 if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); 418 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
382 } 419 }
383 } /* for ay */ 420 }
384 } /* for ax */ 421 }
385 } /* if this space is providing light */ 422 }
386 } /* for y */ 423 }
387 } /* for x */ 424 }
388 425
389 /* Outdoor should never really be completely pitch black dark like 426 /* Outdoor should never really be completely pitch black dark like
390 * a dungeon, so let the player at least see a little around themselves 427 * a dungeon, so let the player at least see a little around themselves
391 */ 428 */
392 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { 429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
430 {
393 if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) 431 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
394 op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3; 432 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
395 433
396 for (x=-1; x<=1; x++) 434 for (x = -1; x <= 1; x++)
397 for (y=-1; y<=1; y++) { 435 for (y = -1; y <= 1; y++)
436 {
398 if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) 437 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
399 op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2; 438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 }
400 } 440 }
401 } 441
402 /* grant some vision to the player, based on the darklevel */ 442 /* grant some vision to the player, based on the darklevel */
403 for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) 443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
404 for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) 444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
405 if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) 445 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
406 op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= 446 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
407 MAX(0,6 -darklevel - MAX(abs(x),abs(y))); 447 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
408} 448}
409 449
410/* blinded_sight() - sets all veiwable squares to blocked except 450/* blinded_sight() - sets all veiwable squares to blocked except
411 * for the one the central one that the player occupies. A little 451 * for the one the central one that the player occupies. A little
412 * odd that you can see yourself (and what your standing on), but 452 * odd that you can see yourself (and what your standing on), but
413 * really need for any reasonable game play. 453 * really need for any reasonable game play.
414 */ 454 */
415 455static void
416static void blinded_sight(object *op) { 456blinded_sight (object *op)
457{
417 int x,y; 458 int x, y;
418 459
419 for (x = 0; x < op->contr->socket.mapx; x++) 460 for (x = 0; x < op->contr->ns->mapx; x++)
420 for (y = 0; y < op->contr->socket.mapy; y++) 461 for (y = 0; y < op->contr->ns->mapy; y++)
421 op->contr->blocked_los[x][y] = 100; 462 op->contr->blocked_los[x][y] = 100;
422 463
423 op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; 464 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
424} 465}
425 466
426/* 467/*
427 * update_los() recalculates the array which specifies what is 468 * update_los() recalculates the array which specifies what is
428 * visible for the given player-object. 469 * visible for the given player-object.
429 */ 470 */
430 471
472void
431void update_los(object *op) { 473update_los (object *op)
474{
432 int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; 475 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
433 476
434 if(QUERY_FLAG(op,FLAG_REMOVED)) 477 if (QUERY_FLAG (op, FLAG_REMOVED))
435 return; 478 return;
436 479
437 clear_los(op); 480 clear_los (op);
438 if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) 481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
439 return; 482 return;
440 483
441 /* For larger maps, this is more efficient than the old way which 484 /* For larger maps, this is more efficient than the old way which
442 * used the chaining of the block array. Since many space views could 485 * used the chaining of the block array. Since many space views could
443 * be blocked by different spaces in front, this mean that a lot of spaces 486 * be blocked by different spaces in front, this mean that a lot of spaces
444 * could be examined multile times, as each path would be looked at. 487 * could be examined multile times, as each path would be looked at.
445 */ 488 */
446 for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) 489 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
447 for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) 490 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
448 check_wall(op, x, y); 491 check_wall (op, x, y);
449 492
450
451 /* do the los of the player. 3 (potential) cases */ 493 /* do the los of the player. 3 (potential) cases */
452 if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ 494 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
453 blinded_sight(op); 495 blinded_sight (op);
454 else 496 else
455 expand_sight(op); 497 expand_sight (op);
456 498
499 //TODO: no range-checking whatsoever :(
457 if (QUERY_FLAG(op,FLAG_XRAYS)) { 500 if (QUERY_FLAG (op, FLAG_XRAYS))
458 int x, y;
459 for (x = -2; x <= 2; x++) 501 for (int x = -2; x <= 2; x++)
460 for (y = -2; y <= 2; y++) 502 for (int y = -2; y <= 2; y++)
461 op->contr->blocked_los[dx + x][dy + y] = 0; 503 op->contr->blocked_los[dx + x][dy + y] = 0;
462 }
463} 504}
464 505
465/* update all_map_los is like update_all_los below, 506/* update all_map_los is like update_all_los below,
466 * but updates everyone on the map, no matter where they 507 * but updates everyone on the map, no matter where they
467 * are. This generally should not be used, as a per 508 * are. This generally should not be used, as a per
468 * specific map change doesn't make much sense when tiling 509 * specific map change doesn't make much sense when tiling
469 * is considered (lowering darkness would certainly be a 510 * is considered (lowering darkness would certainly be a
470 * strange effect if done on a tile map, as it makes 511 * strange effect if done on a tile map, as it makes
471 * the distinction between maps much more obvious to the 512 * the distinction between maps much more obvious to the
472 * players, which is should not be. 513 * players, which is should not be.
473 * Currently, this function is called from the 514 * Currently, this function is called from the
474 * change_map_light function 515 * change_map_light function
475 */ 516 */
517void
476void update_all_map_los(mapstruct *map) { 518update_all_map_los (maptile *map)
477 player *pl; 519{
478 520 for_all_players (pl)
479 for(pl=first_player;pl!=NULL;pl=pl->next) { 521 if (pl->ob && pl->ob->map == map)
480 if(pl->ob->map==map)
481 pl->do_los=1; 522 pl->do_los = 1;
482 }
483} 523}
484
485 524
486/* 525/*
487 * This function makes sure that update_los() will be called for all 526 * This function makes sure that update_los() will be called for all
488 * players on the given map within the next frame. 527 * players on the given map within the next frame.
489 * It is triggered by removal or inserting of objects which blocks 528 * It is triggered by removal or inserting of objects which blocks
493 * means that just being on the same map is not sufficient - the 532 * means that just being on the same map is not sufficient - the
494 * space that changes must be withing your viewable area. 533 * space that changes must be withing your viewable area.
495 * 534 *
496 * map is the map that changed, x and y are the coordinates. 535 * map is the map that changed, x and y are the coordinates.
497 */ 536 */
498 537void
499void update_all_los(const mapstruct *map, int x, int y) { 538update_all_los (const maptile *map, int x, int y)
500 player *pl; 539{
501 540 for_all_players (pl)
502 for(pl=first_player;pl!=NULL;pl=pl->next) { 541 {
503 /* Player should not have a null map, but do this 542 /* Player should not have a null map, but do this
504 * check as a safety 543 * check as a safety
505 */ 544 */
506 if (!pl->ob->map) continue; 545 if (!pl->ob || !pl->ob->map || !pl->ns)
546 continue;
507 547
508 /* Same map is simple case - see if pl is close enough. 548 /* Same map is simple case - see if pl is close enough.
509 * Note in all cases, we did the check for same map first, 549 * Note in all cases, we did the check for same map first,
510 * and then see if the player is close enough and update 550 * and then see if the player is close enough and update
511 * los if that is the case. If the player is on the 551 * los if that is the case. If the player is on the
512 * corresponding map, but not close enough, then the 552 * corresponding map, but not close enough, then the
513 * player can't be on another map that may be closer, 553 * player can't be on another map that may be closer,
514 * so by setting it up this way, we trim processing 554 * so by setting it up this way, we trim processing
515 * some. 555 * some.
516 */ 556 */
517 if(pl->ob->map==map) { 557 if (pl->ob->map == map)
518 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 558 {
519 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 559 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
520 pl->do_los=1; 560 pl->do_los = 1;
521 } 561 }
562
522 /* Now we check to see if player is on adjacent 563 /* Now we check to see if player is on adjacent
523 * maps to the one that changed and also within 564 * maps to the one that changed and also within
524 * view. The tile_maps[] could be null, but in that 565 * view. The tile_maps[] could be null, but in that
525 * case it should never match the pl->ob->map, so 566 * case it should never match the pl->ob->map, so
526 * we want ever try to dereference any of the data in it. 567 * we want ever try to dereference any of the data in it.
527 */ 568 *
528
529 /* The logic for 0 and 3 is to see how far the player is 569 * The logic for 0 and 3 is to see how far the player is
530 * from the edge of the map (height/width) - pl->ob->(x,y) 570 * from the edge of the map (height/width) - pl->ob->(x,y)
531 * and to add current position on this map - that gives a 571 * and to add current position on this map - that gives a
532 * distance. 572 * distance.
533 * For 1 and 2, we check to see how far the given 573 * For 1 and 2, we check to see how far the given
534 * coordinate (x,y) is from the corresponding edge, 574 * coordinate (x,y) is from the corresponding edge,
535 * and then add the players location, which gives 575 * and then add the players location, which gives
536 * a distance. 576 * a distance.
537 */ 577 */
538 else if (pl->ob->map == map->tile_map[0]) { 578 else if (pl->ob->map == map->tile_map[0])
539 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 579 {
540 (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) 580 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
541 pl->do_los=1; 581 pl->do_los = 1;
542 } 582 }
543 else if (pl->ob->map == map->tile_map[2]) { 583 else if (pl->ob->map == map->tile_map[2])
544 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 584 {
545 (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) 585 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
546 pl->do_los=1; 586 pl->do_los = 1;
547 } 587 }
548 else if (pl->ob->map == map->tile_map[1]) { 588 else if (pl->ob->map == map->tile_map[1])
549 if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && 589 {
550 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 590 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
551 pl->do_los=1; 591 pl->do_los = 1;
552 } 592 }
553 else if (pl->ob->map == map->tile_map[3]) { 593 else if (pl->ob->map == map->tile_map[3])
554 if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && 594 {
555 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 595 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
556 pl->do_los=1; 596 pl->do_los = 1;
557 } 597 }
558 } 598 }
559} 599}
560 600
561/* 601/*
562 * Debug-routine which dumps the array which specifies the visible 602 * Debug-routine which dumps the array which specifies the visible
563 * area of a player. Triggered by the z key in DM mode. 603 * area of a player. Triggered by the z key in DM mode.
564 */ 604 */
565 605void
566void print_los(object *op) { 606print_los (object *op)
607{
567 int x,y; 608 int x, y;
568 char buf[50], buf2[10]; 609 char buf[50], buf2[10];
569 610
570 strcpy(buf," "); 611 strcpy (buf, " ");
612
571 for(x=0;x<op->contr->socket.mapx;x++) { 613 for (x = 0; x < op->contr->ns->mapx; x++)
614 {
572 sprintf(buf2,"%2d",x); 615 sprintf (buf2, "%2d", x);
573 strcat(buf,buf2); 616 strcat (buf, buf2);
617 }
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620
621 for (y = 0; y < op->contr->ns->mapy; y++)
574 } 622 {
623 sprintf (buf, "%2d:", y);
624
625 for (x = 0; x < op->contr->ns->mapx; x++)
626 {
627 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
628 strcat (buf, buf2);
629 }
630
575 new_draw_info(NDI_UNIQUE, 0, op, buf); 631 new_draw_info (NDI_UNIQUE, 0, op, buf);
576 for(y=0;y<op->contr->socket.mapy;y++) {
577 sprintf(buf,"%2d:",y);
578 for(x=0;x<op->contr->socket.mapx;x++) {
579 sprintf(buf2," %1d",op->contr->blocked_los[x][y]);
580 strcat(buf,buf2);
581 }
582 new_draw_info(NDI_UNIQUE, 0, op, buf);
583 } 632 }
584} 633}
585 634
586/* 635/*
587 * make_sure_seen: The object is supposed to be visible through walls, thus 636 * make_sure_seen: The object is supposed to be visible through walls, thus
588 * check if any players are nearby, and edit their LOS array. 637 * check if any players are nearby, and edit their LOS array.
589 */ 638 */
590 639
640void
591void make_sure_seen(const object *op) { 641make_sure_seen (const object *op)
592 player *pl; 642{
593 643 for_all_players (pl)
594 for (pl = first_player; pl; pl = pl->next)
595 if (pl->ob->map == op->map && 644 if (pl->ob->map == op->map &&
596 pl->ob->y - pl->socket.mapy/2 <= op->y && 645 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
597 pl->ob->y + pl->socket.mapy/2 >= op->y && 646 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
598 pl->ob->x - pl->socket.mapx/2 <= op->x && 647 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
599 pl->ob->x + pl->socket.mapx/2 >= op->x)
600 pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x]
601 [pl->socket.mapy/2 + op->y - pl->ob->y] = 0;
602} 648}
603 649
604/* 650/*
605 * make_sure_not_seen: The object which is supposed to be visible through 651 * make_sure_not_seen: The object which is supposed to be visible through
606 * walls has just been removed from the map, so update the los of any 652 * walls has just been removed from the map, so update the los of any
607 * players within its range 653 * players within its range
608 */ 654 */
609 655
656void
610void make_sure_not_seen(const object *op) { 657make_sure_not_seen (const object *op)
611 player *pl; 658{
612 for (pl = first_player; pl; pl = pl->next) 659 for_all_players (pl)
613 if (pl->ob->map == op->map && 660 if (pl->ob->map == op->map &&
614 pl->ob->y - pl->socket.mapy/2 <= op->y && 661 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
615 pl->ob->y + pl->socket.mapy/2 >= op->y && 662 pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
616 pl->ob->x - pl->socket.mapx/2 <= op->x &&
617 pl->ob->x + pl->socket.mapx/2 >= op->x)
618 pl->do_los = 1; 663 pl->do_los = 1;
619} 664}

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